Using Vehicles

Control: represents how well the vehicle handles, makes turns, and generally performs. In certain situations, an operator of the vehicle must make a Control FEAT to perform a certain action. This FEAT refers to the character's Agility, or the vehicle's Control, whichever is less. Situations where such FEATs are required are determined by type:

Road Vehicles make Control FEATs for sudden stopping, traveling off-road, turns of 90o or more, or any sudden action at higher than listed Speed.

Off-Road Vehicles have the limitations of road vehicles except for traveling off-road.

Railed Vehicles check for sudden stops, only.

GEVs check Control as Off-Road and Air vehicles.

Air Vehicles check Control for sudden turns (including dodging), turns of up to 45o (1/8 of a circle), and Take-off and landing in non-normal situations (landing on an airfield does not require a Control FEAT. Landing on a fog-enshrouded runway or with 2 engines dead does).

Space Vehicles check Control for takeoff, landing, and sudden movements.

Water Vehicles and Subs check Control only for sudden changes in course.

Example:The Wasp, with her Agility of Ex, is flying the Quinjet, with a Control of Rm. Coming out of a fog bank and seeing the Empire State Building looming straight ahead, Wasp must make a sudden change of direction. She makes a FEAT roll using her Agility as opposed to the vehicle's Control, because her Agility is the lesser of the 2 values. Were Captain America at the controls, with his In Agility, he would have to make a FEAT roll against the Quinjet's Control, which is the lesser of the 2. The FEAT roll would be green in most normal cases, but if there were other circumstances (say, the ship was damaged), it might be a yellow or red FEAT to avoid smashing into the Empire State Building.

Speed: indicates the maximum safe speed for the vehicle in question. Similar to flying movement, all vehicles must obey certain rules of acceleration and deceleration. Vehicles accelerate in 2 areas/round stages, as if they were characters of Ex Endurance. Their current Speed rank is considered to be that equal to the areas moved or the next highest on the appropriate column on the movement table. All vehicles use the Land/Water column, save for GEV, Space, and Air types, which
use the Air column.

Example: A hero with Am Endurance and no other movement-related powers is chasing a Jeep. Both are moving from a standing start. In the 1st round, the hero moves 3 areas, determined by his Endurance. The Jeep moves 2 areas in the 1st turn, and accelerates to 4 areas in the 2nd turn (Gd speed). The Jeep then moves 4 areas per turn each turn afterwards. Machines, of course, unlike heroes, never get tired.

Note: Most aircraft must have a section of open space (a runway) to attain the speeds necessary to achieve flight. Air vehicles must be moving at a ground speed of equal rank to their listed air speed before they can take off. A Commercial jet must make Mn ground speed 19 areas/round) before it can take off. During this time the Air vehicle is considered a Ground vehicle for purposes of control.

Vehicles that launch from very short runways, such as aircraft carriers and the top of the Avengers' mansion, use catapults that fling the craft at the necessary speeds over the water (or over Central Park, as the case may be).)

Normal Deceleration is similar. A vehicle may drop its speed by 2 ranks each round until Shift0 is reached (a mini-car moving at Gd speed(14 areas/round) slows to Pr(2 areas/round), then to a full stop). A vehicle may drop its speed by 3 ranks in a round by making a Sudden Stop (with the attendant Control FEAT).

Example: A vehicle moving at Gd speed moves 4 areas in a round. In the next round it may slow normally to 2 areas/round. and come to a complete stop in the 3rd round. The vehicle can slow to 1 area/round in the 2nd round by making a sudden stop. If the stop still brings it into conflict with a solid object (Crash), it will be moving at Fb speed.

Note: An Air vehicle has to be moving at the ground equivalent of its air rank speed. A plane with a speed of SX must be moving at 12 areas/round to make a safe landing. Making a landing at higher than that speed requires a Control FEAT.

Air Vehicle Ascent & Descent: Air vehicles may climb and descend as do flying characters. The only exception is that if the "floors" climbed or descended are greater than the forward areas moved by the plane, a Control FEAT is required to maintain control of the plane. Failure in either case indicates the aircraft is going into a fall until control is regained (for downward movement, speed is considered to be speed of the aircraft).

Example: A military Jet is standing on its tail, climbing 50 floors in a single turn without any "forward" movement. A Control FEAT is required for the pilot to maintain control, or else the plane goes into a falling spin starting at the end of that round.